White wabbit wrote: »Just don't sit at the back of the zerg and you won't get picked off
I haven't had problems with Snipe-gank builds in forever, and I've never used Miatt's add-on. I just actually stick to the group I am in. Snipers tend to target those who fall behind or run ahead, as those guys will have no support.
With the recently new added DLC 2 weeks ago, the amount of snipers and gankers out there in cyrodill had an exponential growth. From a few before the patch, to almost seeing 2-3 on every battle you jump in (not zerging)...
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP? No... It's your call if you want to build all damage and hit really hard, but it should allow the other player to respond properly.
Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
Keep in mind the "warnings" of Snipe skill (sound and seeing the flying arrow) will not be present until after you are hit by the first snipe (tested, you will only hear the casting sound if the target close enough, the aproaching and hit sound will not display). (ZOS fix it please...)
And please increase the size of the arrow or animation (impossible to see...)
I suggest the following change, since Snipe is considered a channeling attack, when casting a channeling attack you will get out of sthealth.
This will work also with other ganking combos from sthealth out there like:
1) Empowered Snipe's...
2) Empowered Dizzing swing...
3) Empowered Frag cast into Overload
This change will make the caster (ganker) which already has a big advantage (surprise element), get inmediatly off sthealth BEFORE the skill hits you, giving time to the player to:
1) see the enemie before he gets hit by a glasscannon build
2) defend him self from high burst damage from sthealth
3) animations, warnings, etc.. should work smoother, allowing a response from the other player. (For example: Snipe sounds SHOULD display properly...)
This is a simple solution that will benefit most of the PvP community with out altering the game principle " build as you want, do what you want".
White wabbit wrote: »Just don't sit at the back of the zerg and you won't get picked off
Yeah sit at the FRONT of a Zerg, that’ll help.
This is always such garbage advice coming from gankers. Like, hide in a ball group or it’s your fault you get one shot.
The issue here is lag, the sound effect and hit notification land at the same time. Only fix I can think of is adding another half second to the travel time.
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP?
White wabbit wrote: »Small issue in a big pond I don't see that many people sniping these daysWhite wabbit wrote: »Just don't sit at the back of the zerg and you won't get picked off
Yeah sit at the FRONT of a Zerg, that’ll help.
This is always such garbage advice coming from gankers. Like, hide in a ball group or it’s your fault you get one shot.
The issue here is lag, the sound effect and hit notification land at the same time. Only fix I can think of is adding another half second to the travel time.
Well it is your fault have more health so that I don't target you use magelight so that you don't get stunned etc etc
Right, so couple of things...With the recently new added DLC 2 weeks ago, the amount of snipers and gankers out there in cyrodill had an exponential growth. From a few before the patch, to almost seeing 2-3 on every battle you jump in (not zerging)...
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP? No... It's your call if you want to build all damage and hit really hard, but it should allow the other player to respond properly.
Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
The "NB who knows what he's doing" clearly doesn't, because that "combo" is garbage. The second part of that burst comes 1 second after the first snipe lands, which coincidentally gives you plenty of time to react. Also, you can't do both poison injection and cloak before the second snipe lands.
Typically the 41m "kill people who don't know how to CC break" combo doesn't even consist of Poison Injection, it's:
- Radiant Magelight
- Snipe (hits with Empower)
- Snipe
- Radiant Magelight (makes the second snipe hit with Empower)
...which is still a bad combo because it relies on your opponent being extremely slow on reaction time.
The good combo is Lethal Arrow->Acid Spray (with Asylum Bow), which hits instantly and leaves no time for reaction.
Luckily it doesn't instakill good players with proper CP allocation & impen gear (or alternatively a dmg shield up), though on random pugs I'm frequently critting 20k+ with Lethal Arrows alone.Keep in mind the "warnings" of Snipe skill (sound and seeing the flying arrow) will not be present until after you are hit by the first snipe (tested, you will only hear the casting sound if the target close enough, the aproaching and hit sound will not display). (ZOS fix it please...)
And please increase the size of the arrow or animation (impossible to see...)
I suggest the following change, since Snipe is considered a channeling attack, when casting a channeling attack you will get out of sthealth.
This will work also with other ganking combos from sthealth out there like:
1) Empowered Snipe's...
2) Empowered Dizzing swing...
3) Empowered Frag cast into Overload
This change will make the caster (ganker) which already has a big advantage (surprise element), get inmediatly off sthealth BEFORE the skill hits you, giving time to the player to:
1) see the enemie before he gets hit by a glasscannon build
2) defend him self from high burst damage from sthealth
3) animations, warnings, etc.. should work smoother, allowing a response from the other player. (For example: Snipe sounds SHOULD display properly...)
This is a simple solution that will benefit most of the PvP community with out altering the game principle " build as you want, do what you want".
Sorry, but that sounds more like "build as you want - as long as you don't build around stealth".
But yeah, some changes they could make which would benefit everyone (I believe) are:
- Fixing the desync bugs with Snipe & other cast time abilities. Something that frequently gets complaints.
- What bow builds need is a good spammable ability outside of ganking, one that doesn't get dodged almost every single time. Swapping the places of Arrow Barrage & Snipe would lead to less snipe spam in PvP & would get bow builds a good spammable that is less vulnerable to dodge roll.
Brutusmax1mus wrote: »All it needs is to not bug outwhen used in stealth.
Right, so couple of things...With the recently new added DLC 2 weeks ago, the amount of snipers and gankers out there in cyrodill had an exponential growth. From a few before the patch, to almost seeing 2-3 on every battle you jump in (not zerging)...
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP? No... It's your call if you want to build all damage and hit really hard, but it should allow the other player to respond properly.
Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
The "NB who knows what he's doing" clearly doesn't, because that "combo" is garbage. The second part of that burst comes 1 second after the first snipe lands, which coincidentally gives you plenty of time to react. Also, you can't do both poison injection and cloak before the second snipe lands.
Typically the 41m "kill people who don't know how to CC break" combo doesn't even consist of Poison Injection, it's:
- Radiant Magelight
- Snipe (hits with Empower)
- Snipe
- Radiant Magelight (makes the second snipe hit with Empower)
...which is still a bad combo because it relies on your opponent being extremely slow on reaction time.
The good combo is Lethal Arrow->Acid Spray (with Asylum Bow), which hits instantly and leaves no time for reaction.
Luckily it doesn't instakill good players with proper CP allocation & impen gear (or alternatively a dmg shield up), though on random pugs I'm frequently critting 20k+ with Lethal Arrows alone.Keep in mind the "warnings" of Snipe skill (sound and seeing the flying arrow) will not be present until after you are hit by the first snipe (tested, you will only hear the casting sound if the target close enough, the aproaching and hit sound will not display). (ZOS fix it please...)
And please increase the size of the arrow or animation (impossible to see...)
I suggest the following change, since Snipe is considered a channeling attack, when casting a channeling attack you will get out of sthealth.
This will work also with other ganking combos from sthealth out there like:
1) Empowered Snipe's...
2) Empowered Dizzing swing...
3) Empowered Frag cast into Overload
This change will make the caster (ganker) which already has a big advantage (surprise element), get inmediatly off sthealth BEFORE the skill hits you, giving time to the player to:
1) see the enemie before he gets hit by a glasscannon build
2) defend him self from high burst damage from sthealth
3) animations, warnings, etc.. should work smoother, allowing a response from the other player. (For example: Snipe sounds SHOULD display properly...)
This is a simple solution that will benefit most of the PvP community with out altering the game principle " build as you want, do what you want".
Sorry, but that sounds more like "build as you want - as long as you don't build around stealth".
But yeah, some changes they could make which would benefit everyone (I believe) are:
- Fixing the desync bugs with Snipe & other cast time abilities. Something that frequently gets complaints.
- What bow builds need is a good spammable ability outside of ganking, one that doesn't get dodged almost every single time. Swapping the places of Arrow Barrage & Snipe would lead to less snipe spam in PvP & would get bow builds a good spammable that is less vulnerable to dodge roll.
Sorry mate, but the few times I went snipe build I did what I said and its a guarantee death... So, dont come here saying im sort of a noob.
Youre idea with the asylum bow, well.. Its not original at all. And as a mather of fact leaves the ganker to close to the enemy, meaning if you fail, most certainly the other player will kill you if its fairly decent.
Also, for all of you that say "I dont have issues", "stick closer to the zerg"... Most likely you are:
1) a ganker
2) a zerger
In both cases you opinions are biased.
Making casting abilities reveal you out of sthealth as soon as you cast it, IT WONT affect the damage output. So, all of you people complaining about is that you wont be able to snipe for high numbers from far away and get easy kills while you remain 100% time in sthealth. Want to go glasscannon and deal massive amount of damage? Do it, but dont expect to be 41m away and remain on sthealth 100% of the time because casting multiple skills wont pull you out of sthealth, not to mention the skill is desync/doesnt work properly (no warning sound and no animation).
Right, so couple of things...With the recently new added DLC 2 weeks ago, the amount of snipers and gankers out there in cyrodill had an exponential growth. From a few before the patch, to almost seeing 2-3 on every battle you jump in (not zerging)...
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP? No... It's your call if you want to build all damage and hit really hard, but it should allow the other player to respond properly.
Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
The "NB who knows what he's doing" clearly doesn't, because that "combo" is garbage. The second part of that burst comes 1 second after the first snipe lands, which coincidentally gives you plenty of time to react. Also, you can't do both poison injection and cloak before the second snipe lands.
Typically the 41m "kill people who don't know how to CC break" combo doesn't even consist of Poison Injection, it's:
- Radiant Magelight
- Snipe (hits with Empower)
- Snipe
- Radiant Magelight (makes the second snipe hit with Empower)
...which is still a bad combo because it relies on your opponent being extremely slow on reaction time.
The good combo is Lethal Arrow->Acid Spray (with Asylum Bow), which hits instantly and leaves no time for reaction.
Luckily it doesn't instakill good players with proper CP allocation & impen gear (or alternatively a dmg shield up), though on random pugs I'm frequently critting 20k+ with Lethal Arrows alone.Keep in mind the "warnings" of Snipe skill (sound and seeing the flying arrow) will not be present until after you are hit by the first snipe (tested, you will only hear the casting sound if the target close enough, the aproaching and hit sound will not display). (ZOS fix it please...)
And please increase the size of the arrow or animation (impossible to see...)
I suggest the following change, since Snipe is considered a channeling attack, when casting a channeling attack you will get out of sthealth.
This will work also with other ganking combos from sthealth out there like:
1) Empowered Snipe's...
2) Empowered Dizzing swing...
3) Empowered Frag cast into Overload
This change will make the caster (ganker) which already has a big advantage (surprise element), get inmediatly off sthealth BEFORE the skill hits you, giving time to the player to:
1) see the enemie before he gets hit by a glasscannon build
2) defend him self from high burst damage from sthealth
3) animations, warnings, etc.. should work smoother, allowing a response from the other player. (For example: Snipe sounds SHOULD display properly...)
This is a simple solution that will benefit most of the PvP community with out altering the game principle " build as you want, do what you want".
Sorry, but that sounds more like "build as you want - as long as you don't build around stealth".
But yeah, some changes they could make which would benefit everyone (I believe) are:
- Fixing the desync bugs with Snipe & other cast time abilities. Something that frequently gets complaints.
- What bow builds need is a good spammable ability outside of ganking, one that doesn't get dodged almost every single time. Swapping the places of Arrow Barrage & Snipe would lead to less snipe spam in PvP & would get bow builds a good spammable that is less vulnerable to dodge roll.
Sorry mate, but the few times I went snipe build I did what I said and its a guarantee death... So, dont come here saying im sort of a noob.
Youre idea with the asylum bow, well.. Its not original at all. And as a mather of fact leaves the ganker to close to the enemy, meaning if you fail, most certainly the other player will kill you if its fairly decent.
- I didn't call you a noob (not that I wasn't tempted) or claim to be original with the Asylum Bow combo (though now that you've brought that up I did make the first build video for it back in November). Less strawmans please.
- I outlined above why your "guaranteed(sic) death" isn't really a "guaranteed death" on anyone who knows how to CC break. I've personally never died to it, nor have I killed anyone good with a snipe->snipe rotation over the (almost) 4 years I've played this game. That is the difference between Snipe->Snipe & Snipe>Acid Spray rotations: the latter can kill people even if they know how to CC break while the former doesn't.
- Your Radiant Magelight->Snipe->Snipe->Poison Injection rotation also requires you to be within skill range of the opponent by the way (Poison Injection has 28m range, it cannot be cast from 41m+ with the snipes).
Also, for all of you that say "I dont have issues", "stick closer to the zerg"... Most likely you are:
1) a ganker
2) a zerger
In both cases you opinions are biased.
Right, glad to hear that from a completely unbiased individual such as yourself.Making casting abilities reveal you out of sthealth as soon as you cast it, IT WONT affect the damage output. So, all of you people complaining about is that you wont be able to snipe for high numbers from far away and get easy kills while you remain 100% time in sthealth. Want to go glasscannon and deal massive amount of damage? Do it, but dont expect to be 41m away and remain on sthealth 100% of the time because casting multiple skills wont pull you out of sthealth, not to mention the skill is desync/doesnt work properly (no warning sound and no animation).
It really sounds like your main issue isn't with Snipe or any other ability, but with stealth.
See, here's the thing about stealth in ESO: it's either completely underwhelming when it's being countered by AoEs, magelights, det pots, piercing marks, soul traps, bugged light attacks & whatnot, or it's too strong & annoying af to deal with.
If you asked me, they should completely rework stealth: make it more enjoyable for the people who like making builds based around it and more enjoyable to fight against.
But this has little to do with Snipe (or any other ability cast from stealth).
Right, so couple of things...With the recently new added DLC 2 weeks ago, the amount of snipers and gankers out there in cyrodill had an exponential growth. From a few before the patch, to almost seeing 2-3 on every battle you jump in (not zerging)...
So, I do understand going full glasscanon and "ganking" people is allowed in the game mechanics. But is it trully PvP? No... It's your call if you want to build all damage and hit really hard, but it should allow the other player to respond properly.
Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
The "NB who knows what he's doing" clearly doesn't, because that "combo" is garbage. The second part of that burst comes 1 second after the first snipe lands, which coincidentally gives you plenty of time to react. Also, you can't do both poison injection and cloak before the second snipe lands.
Typically the 41m "kill people who don't know how to CC break" combo doesn't even consist of Poison Injection, it's:
- Radiant Magelight
- Snipe (hits with Empower)
- Snipe
- Radiant Magelight (makes the second snipe hit with Empower)
...which is still a bad combo because it relies on your opponent being extremely slow on reaction time.
The good combo is Lethal Arrow->Acid Spray (with Asylum Bow), which hits instantly and leaves no time for reaction.
Luckily it doesn't instakill good players with proper CP allocation & impen gear (or alternatively a dmg shield up), though on random pugs I'm frequently critting 20k+ with Lethal Arrows alone.Keep in mind the "warnings" of Snipe skill (sound and seeing the flying arrow) will not be present until after you are hit by the first snipe (tested, you will only hear the casting sound if the target close enough, the aproaching and hit sound will not display). (ZOS fix it please...)
And please increase the size of the arrow or animation (impossible to see...)
I suggest the following change, since Snipe is considered a channeling attack, when casting a channeling attack you will get out of sthealth.
This will work also with other ganking combos from sthealth out there like:
1) Empowered Snipe's...
2) Empowered Dizzing swing...
3) Empowered Frag cast into Overload
This change will make the caster (ganker) which already has a big advantage (surprise element), get inmediatly off sthealth BEFORE the skill hits you, giving time to the player to:
1) see the enemie before he gets hit by a glasscannon build
2) defend him self from high burst damage from sthealth
3) animations, warnings, etc.. should work smoother, allowing a response from the other player. (For example: Snipe sounds SHOULD display properly...)
This is a simple solution that will benefit most of the PvP community with out altering the game principle " build as you want, do what you want".
Sorry, but that sounds more like "build as you want - as long as you don't build around stealth".
But yeah, some changes they could make which would benefit everyone (I believe) are:
- Fixing the desync bugs with Snipe & other cast time abilities. Something that frequently gets complaints.
- What bow builds need is a good spammable ability outside of ganking, one that doesn't get dodged almost every single time. Swapping the places of Arrow Barrage & Snipe would lead to less snipe spam in PvP & would get bow builds a good spammable that is less vulnerable to dodge roll.
Sorry mate, but the few times I went snipe build I did what I said and its a guarantee death... So, dont come here saying im sort of a noob.
Youre idea with the asylum bow, well.. Its not original at all. And as a mather of fact leaves the ganker to close to the enemy, meaning if you fail, most certainly the other player will kill you if its fairly decent.
- I didn't call you a noob (not that I wasn't tempted) or claim to be original with the Asylum Bow combo (though now that you've brought that up I did make the first build video for it back in November). Less strawmans please.
- I outlined above why your "guaranteed(sic) death" isn't really a "guaranteed death" on anyone who knows how to CC break. I've personally never died to it, nor have I killed anyone good with a snipe->snipe rotation over the (almost) 4 years I've played this game. That is the difference between Snipe->Snipe & Snipe>Acid Spray rotations: the latter can kill people even if they know how to CC break while the former doesn't.
- Your Radiant Magelight->Snipe->Snipe->Poison Injection rotation also requires you to be within skill range of the opponent by the way (Poison Injection has 28m range, it cannot be cast from 41m+ with the snipes).
Also, for all of you that say "I dont have issues", "stick closer to the zerg"... Most likely you are:
1) a ganker
2) a zerger
In both cases you opinions are biased.
Right, glad to hear that from a completely unbiased individual such as yourself.Making casting abilities reveal you out of sthealth as soon as you cast it, IT WONT affect the damage output. So, all of you people complaining about is that you wont be able to snipe for high numbers from far away and get easy kills while you remain 100% time in sthealth. Want to go glasscannon and deal massive amount of damage? Do it, but dont expect to be 41m away and remain on sthealth 100% of the time because casting multiple skills wont pull you out of sthealth, not to mention the skill is desync/doesnt work properly (no warning sound and no animation).
It really sounds like your main issue isn't with Snipe or any other ability, but with stealth.
See, here's the thing about stealth in ESO: it's either completely underwhelming when it's being countered by AoEs, magelights, det pots, piercing marks, soul traps, bugged light attacks & whatnot, or it's too strong & annoying af to deal with.
If you asked me, they should completely rework stealth: make it more enjoyable for the people who like making builds based around it and more enjoyable to fight against.
But this has little to do with Snipe (or any other ability cast from stealth).
God... You are really a smart ass dont you?
Thats not the rotation I said, so quit inventing.
Devilhand wrote:Currently its possible to hit targets with +13k snipes from sthealth, from 41m away, by the time the first snipe hits the target and pulls the ganker out of sthealth, he already casted a second snipe, a poison inyect, empowered with magelight and cloak fro certain crit, in other words there is no coming back if the NB know what he is doing.
Second, if youre not succesfull with it in 4 years sniping, then you must be a really bad one. Your problem not mine.
Third, I have no issue with sthealth. My issue is the fact sthealth remains on a player until the skill hits the target, with out giving no awarness to the other player.
Fourth, if you are capable enough you CAN kill people BEFORE they can CC break. And, the fact most the time Snipe desync, etc.. plays in the ganlers favour.
Fifth, want a cookie for streaming about Asylum bow? LOL. Who cares. If you know how to read you can notice about that combo.
Sixth, go back to snipe people... because is really working for you. You sniping for 4k probably behind 20 other people, such a brave player, doing it wrong.
And for the record, just give it a couple more weeks until people get sick of it.
How would you square that circle?If you asked me, they should completely rework stealth: make it more enjoyable for the people who like making builds based around it and more enjoyable to fight against.